En Archeology Rules
En Archeology Rules
TM
TM
85 Treasure cards:
16 Pot Shards 16
SELL TO MUSEUM
16 Parchment Scraps
x1 x2 x3 x4
1 2 3 10
12 Coins
6 Broken Cups
8 Talismans
6 Maps
4 Pharaoh’s Masks
12 Broken Tablets
5 Broken Pendants
21 other cards:
10 Thief cards
6 Sandstorm cards
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Goal a nd Overview
Your goal is to make the most money by finding treasures and selling them to
the museum. You will acquire treasures at the dig site and monument, which
you will need to sell to the museum at the most opportune moment.
But this expedition is not without perils and surprises! Maps will help you
explore monuments, thieves will allow you to steal treasure from another
player, and sandstorms will scatter most of your collection all over the desert.
The player with the most money at the end of the game is the winner.
2
Setting Up the Ga me
1. Set aside the Map, Thief, Sandstorm, and Tent cards.
1 1
of treasures to be placed nearby. Each brown
2
Shuffle the ch a mber. Shuffle the ch a mber.
Draw cards 1 at a time.
Stop at a ny time a nd take
Na me 2 types of Treasure
cards. Draw 5 cards a nd 5 2
3
Treasure Cards
On every Treasure card is listed its trading value (for trading at the
marketplace), its selling values (for selling sets of the treasure to the
museum), and its rarity (the number of Treasure cards of its type that
are in the game).
Trading value •
Listed in the top corners of the card. E.g.,
a Broken Tablet has a trading value of 1.
Rarity/Player Cou nt •
Listed at the bottom of the card’s picture.
E.g., there are 12 Broken Tablets in
the game.
Note: Broken Tablets and Broken Pendants
both show at what player counts they are
included in the game.
Selling values •
Listed at the bottom of the card.
E.g., a set of 3 Broken Tablets can be sold
to the museum for $10.
Monu ment Tiles
Each of these tiles shows a number of chambers
Tomb that eachRui
Buried contain
ns a certainTemple
number of cards, how
many Map cards are required to obtain cards from
a chamber, and sometimes, a special rule. Each
monument is presented in detail on pages 10-11.
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Playing the Ga me
The first player is the last person to have put their feet in the sand.
Each turn, a player digs for treasure, and then may take other actions.
1. Dig for treasure
At the start of his turn, the player must dig for treasure by drawing the top
card from the dig site.
If it’s a Treasure card...
The player has found that treasure! The card is added to his hand without
being revealed to the other players. A player may have any number of
cards in his hand during the game.
If it’s a Thief card...
The player has met a thief at the dig site and will use him to
steal a treasure from another player.
After being drawn, the Thief card is discarded faceup on the
table. This allows all players to track how many of the Thief
cards are left to be drawn (this number varies according to the
number of players, as shown on the card).
The player who drew the Thief must choose an opponent to steal from.
He then takes one card from that player’s hand, without looking. This
card is then added to his own hand without revealing it to the other play-
ers. If no opponents have cards in their hands, then nothing can be stolen
and the Thief card is simply discarded faceup on the table.
If it’s a Sandstorm card...
A sandstorm has struck all players, causing them to lose some
of their treasures! These treasures are soon recovered from the
desert by local merchants, and will end up in the marketplace.
After being drawn, the Sandstorm card is discarded faceup
on the table. This allows all players to track how many of the
Sandstorm cards are left to be drawn (this number varies ac-
cording to the number of players, as shown on the card).
Playing your Tent card
First, players decide if they would like to use their tent card
to take shelter. Starting with the player to the left of who-
ever drew the Sandstorm, each player declares if they will
be using their tent or not. If a player decides to use his tent,
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Exa mple
Adele draws a Sandstorm. She discards it faceup on the table.
Ben is the player to her left and he decides not to use his tent. Christopher
does the same. Daria chooses to use her tent and so discards it from the
game. Adele has already used her tent previously.
Ben has 6 cards and so must discard 3 of his choice faceup to the
marketplace. Christopher has 5 cards and so must discard 2. Daria does not
discard anything as she used her tent. Adele has only 1 card in hand and
therefore does not need to discard it.
it is discarded from the game and the Sandstorm will not affect him. If a player
decides not to use his tent, or has previously used it, then the Sandstorm will
affect him.
Now the Sandstorm takes effect. Starting with the player to the left of
whoever drew the Sandstorm, each player who did not use his tent must
discard half of his cards (rounded down). Players choose which cards
they lose. The lost cards now belong to the marketplace, and so are placed
faceup in the middle of the table.
After the storm...
After the Sandstorm has taken effect, the player who drew the Sandstorm
restarts his turn by again digging for treasure. In other words, after drawing a
Sandstorm card, a player gets to draw again until he draws either a Treasure
or Thief card.
2. Other actions
After digging for treasure, the player may also trade at the marketplace,
explore the monument, and sell treasures to the museum. Except for the
Explore action, the player may take these actions any number of times each
turn and in any order, or choose to take none of these actions on his turn.
a. Trade at the marketplace
The player may trade any number of cards in his hand for any number of
cards in the marketplace of equal or lesser trading value. A treasure’s trading
value is listed in the top corners of its card.
1 Parchment Scrap
1
1 1Parchment Scrap 1
Parchment Scrap 1
16
SELL TO MUSEUM
x1 x2 x3 x4
1 2 3 10
6
Exa mple
Adele decides to trade 2 Parchment Scraps (which have a
trading value of 1 each) and 1 Coin (which has a trading value
of 2) for 1 Talisman and 1 Pot Shard (which have a total trading
value of 4). Adele places her Coin and Parchment Scrap cards
faceup in the marketplace, and then takes the Talisman and Pot
Shard from the marketplace into her hand.
If the cards chosen from the marketplace are of lesser trading value than
those traded in, the difference is simply lost.
The player may trade with the marketplace multiple times in one turn.
Any number of cards may be in the marketplace at one time. It is helpful
to arrange the cards in the marketplace by type.
b. Explore a monument (only once per turn)
If the player has any Map cards, he may use them to explore the monu-
Mi ne ment in orderSphi
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treasure.
Pyra mid
Mi ne Sphi nx Great Pyra mid
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eachnx monument, the
Great Pyraplayer
mid may discard 1 or more Map
cards from his hand to take a given number of Treasure cards from one of
the monument’s chambers.
Exa mple
15 The
15Great Pyramid has 3 chambers. It costs a player:
Mi ne
15 Sphi nx
15
Great Pyra mid
All cards taken from the monument are added to the player’s hand without
being revealed to the other players. Discarded Map cards are removed from
the game.
Most chambers may only be explored once in the game. Exceptions
are described on the Monument tiles themselves and expanded upon
on pages 10-11.
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c. Sell to the museum
A player may choose to sell a set of 1 or more Treasure cards of the same
type from his hand to the museum. These sets are worth money at the
end of the game.
3. End of turn
When the player has finished taking actions for his turn, play passes to
the next player, moving clockwise around the table.
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Ending The Ga me
When there are no cards left in the deck, play continues, but players
no longer dig for treasure at the start of their turn. Players continue taking
other actions as usual on their turn, or they may pass and take no actions.
However, if all players pass in sequence, then the first player who passed
must sell at least 1 of his cards to the museum when play returns to him.
When every player is left without cards in his hand (that is, all remaining
treasures have been sold to the museum), then the game is over.
Each player calculates the total value of what he sold to the museum
during the game. The selling value of each set of sold treasures is
calculated separately. These values are then added together and the player
with the highest total wins.
Note: unused Tent cards are not worth any points at the end of the game.
In the case of a tie, the tied players count the total number of cards that
they sold to the museum. Whoever has the lowest total is the winner.
Exa mple
At game end, Adele has sold 3 sets of treasures.
Her total score is $72.
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The Monu ment Tiles
At the start of the game, you will randomly choose 1 Monument tile and
place it on the table. During setup, prepare the chambers with Treasure
cards as described below. The cards a player may keep when exploring
varies depending on the monument being used, as described on the tiles
themselves and below.
Sphi nx Great Pyra mid Great Pyra mid
Setup: Prepare 3 chambers: one of 2, one of 5, and
one of 8 facedown Treasure cards.
15
Explore: Discard 1, 2, or 3 maps to take the cards in the
1 2 1 chamber of 2, 5, or 8 cards respectively.
Shuffle the ch a mber.
a me 2 types of Treasure
ards. Draw 5 cards a nd 5 2
keep all th at m atch the
types n a med.
Return the rest. 8 3
Tomb Tomb
Buried Rui ns Temple
1 5 2
7
1
1
and1 returns
5
the
2
rest facedown, without letting any opponents
see them.5 In this way, the number of cards in each chamber will
Look at all cards in Draw all cards
8 1 ch a mber. Keep a ny 2. in 1 ch a mber.
1 2
decrease as the game goes on. Once a player chooses a chamber,
he must discard the map and take 2 cards from it. If there is only
1 card left in a chamber, then this is all the player receives. Players
may check how many cards remain in each chamber at any time.
10
Mi ne Mine Sphi nx Great Pyra mid
Mi ne Sphi nx Sphinx
Great Pyra mid
Explore:
is drawn, add 1 of these to each
1 5 2
7
1
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1
Draw all cards
5
from
2
any 1 chamber.
8
5
During Play: Whenever a Sandstorm card is drawn, the
1 ch a mber. Keep a ny 2. in 1 ch a mber.
1 2
player who drew it immediately adds 1 card to each chamber,
using cards from the pile prepared during setup. These cards are
placed faceup in the chambers so that all cards in the chambers
are visible to all players. Then, play continues as normal
regarding the effects of the sandstorm, including the decision
to use a Tent or not. In this way, more treasures are revealed as
sandstorms occur. This means that as Explore actions are taken,
the number of treasures in each chamber may differ. Once the
prepared pile of Treasure cards runs out, no more treasures are
added to the chambers when sandstorms happen.
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Varia nts
• Long Expedition (for 2 or 3 players): For a longer game with 2 or
3 players, simply add the Broken Tablet and Broken Pendant cards to
the game during setup. When using this variant, also add 1 extra Thief
card to the game.
• Fierce Weather: In this variant, all 6 Sandstorm cards are used in the
game, regardless of the number of players. To counter these storms,
Tents may be used twice during the game. After a player uses their Tent
card for the first time, it is flipped facedown. After using a Tent card for
the second time, it is removed from the game.
• Beginner’s Luck: This variant gives a small advantage to the player with
the least valuable starting treasures. Once the players have all received
their starting hands, they add up the trading value of their 4 cards and
announce the total. Whoever has the lowest total takes the first turn
of the game. If multiple players tie for the lowest, then whichever tied
player last put their feet in the sand is the first player.
Credits TM
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